Tech Activities Digital Games Analyzing Digital Learning Games

Digital learning games are nothing like the 20th century drill and practice software many schools purchased in the 1980’s. They have morphed into virtual worlds and “massive multiplayer online role-playing games.” Critics argue that competitive video games encourage aggressive behavior while minimizing empathy and pro-social behavior, provide extrinsic rather than intrinsic rewards, and limit creative play. Supporters of digital video games cite the “transformational play” 1 which occurs when students assume a role or avatar, such as scientist, historian, writer, and become actively involved in the game’s virtual world. Students must use academic content knowledge to explore the scenario’s tasks, make choices as they problem solve, and discover the consequences of their choices. In this activity you will select and evaluate a digital learning game using specific criteria including the audience and subject area, purpose, game components, benefits, and challenges.

NETS-T 1. Facilitate and Inspire Student Learning and Creativity
  1. c. engage students in exploring real-world issues and solving authentic problems using digital tools and resources

Evaluate a digital learning game that is suitable for the subject area that you observe and plan to teach. Some examples of digital learning games are:

List the title of the game and the URL where it can be located.
Analyze the following components:
a. grade level(s) and subject areas (s)
b. purpose of the game e.g., build skills or content knowledge or entertainment
c. components of the game including
  • §rules
  • §goals or objectives
  • §outcomes and feedback
  • §conflict or cooperation
  • §types of interactions
  • §storyline
d. benefits
e. challenges
Helpful suggestion: Ask a classroom teacher or library media instructor for digital learning games that are installed on school computers. Alternatively explore learning games that are available online.

Type your answers and post on the cohort wiki page Tech Activities: Digital Games

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Reference: Barab, S. A., Gresalfi, M., and Arici, A. (2009). “Why Educators Should Care about Games”. Educational Leadership 67.1 pp.76-80.